#if UNITY_PURCHASING
#if UNITY_ANDROID || UNITY_IPHONE || UNITY_STANDALONE_OSX || UNITY_TVOS
// You must obfuscate your secrets using Window > Unity IAP > Receipt Validation Obfuscator
// before receipt validation will compile in this sample.
//#define RECEIPT_VALIDATION
#endif
//#define DELAY_CONFIRMATION // Returns PurchaseProcessingResult.Pending from ProcessPurchase, then calls ConfirmPendingPurchase after a delay
//#define USE_PAYOUTS // Enables use of PayoutDefinitions to specify what the player should receive when a product is purchased
//#define INTERCEPT_PROMOTIONAL_PURCHASES // Enables intercepting promotional purchases that come directly from the Apple App Store
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Purchasing;
using UnityEngine.Store; // UnityChannel
#if RECEIPT_VALIDATION
using UnityEngine.Purchasing.Security;
#endif
///
/// An example of Unity IAP functionality.
/// To use with your account, configure the product ids (AddProduct).
///
[AddComponentMenu("Unity IAP/Demo")]
public class IAPDemo : MonoBehaviour, IStoreListener
{
// Unity IAP objects
private IStoreController m_Controller;
private IAppleExtensions m_AppleExtensions;
private IMoolahExtension m_MoolahExtensions;
private ISamsungAppsExtensions m_SamsungExtensions;
private IMicrosoftExtensions m_MicrosoftExtensions;
private IUnityChannelExtensions m_UnityChannelExtensions;
#pragma warning disable 0414
private bool m_IsGooglePlayStoreSelected;
#pragma warning restore 0414
private bool m_IsSamsungAppsStoreSelected;
private bool m_IsCloudMoolahStoreSelected;
private bool m_IsUnityChannelSelected;
private string m_LastTransactionID;
private bool m_IsLoggedIn;
private UnityChannelLoginHandler unityChannelLoginHandler; // Helper for interfacing with UnityChannel API
private bool m_FetchReceiptPayloadOnPurchase = false;
private bool m_PurchaseInProgress;
private Dictionary m_ProductUIs = new Dictionary();
public GameObject productUITemplate;
public RectTransform contentRect;
public Button restoreButton;
public Button loginButton;
public Button validateButton;
public Text versionText;
#if RECEIPT_VALIDATION
private CrossPlatformValidator validator;
#endif
///
/// This will be called when Unity IAP has finished initialising.
///
public void OnInitialized(IStoreController controller, IExtensionProvider extensions)
{
m_Controller = controller;
m_AppleExtensions = extensions.GetExtension();
m_SamsungExtensions = extensions.GetExtension();
m_MoolahExtensions = extensions.GetExtension();
m_MicrosoftExtensions = extensions.GetExtension();
m_UnityChannelExtensions = extensions.GetExtension();
InitUI(controller.products.all);
// On Apple platforms we need to handle deferred purchases caused by Apple's Ask to Buy feature.
// On non-Apple platforms this will have no effect; OnDeferred will never be called.
m_AppleExtensions.RegisterPurchaseDeferredListener(OnDeferred);
Debug.Log("Available items:");
foreach (var item in controller.products.all)
{
if (item.availableToPurchase)
{
Debug.Log(string.Join(" - ",
new[]
{
item.metadata.localizedTitle,
item.metadata.localizedDescription,
item.metadata.isoCurrencyCode,
item.metadata.localizedPrice.ToString(),
item.metadata.localizedPriceString,
item.transactionID,
item.receipt
}));
#if INTERCEPT_PROMOTIONAL_PURCHASES
// Set all these products to be visible in the user's App Store according to Apple's Promotional IAP feature
// https://developer.apple.com/library/content/documentation/NetworkingInternet/Conceptual/StoreKitGuide/PromotingIn-AppPurchases/PromotingIn-AppPurchases.html
m_AppleExtensions.SetStorePromotionVisibility(item, AppleStorePromotionVisibility.Show);
#endif
}
}
// Populate the product menu now that we have Products
AddProductUIs(m_Controller.products.all);
LogProductDefinitions();
}
///
/// This will be called when a purchase completes.
///
public PurchaseProcessingResult ProcessPurchase(PurchaseEventArgs e)
{
Debug.Log("Purchase OK: " + e.purchasedProduct.definition.id);
Debug.Log("Receipt: " + e.purchasedProduct.receipt);
m_LastTransactionID = e.purchasedProduct.transactionID;
m_PurchaseInProgress = false;
// Decode the UnityChannelPurchaseReceipt, extracting the gameOrderId
if (m_IsUnityChannelSelected)
{
var unifiedReceipt = JsonUtility.FromJson(e.purchasedProduct.receipt);
if (unifiedReceipt != null && !string.IsNullOrEmpty(unifiedReceipt.Payload))
{
var purchaseReceipt = JsonUtility.FromJson(unifiedReceipt.Payload);
Debug.LogFormat(
"UnityChannel receipt: storeSpecificId = {0}, transactionId = {1}, orderQueryToken = {2}",
purchaseReceipt.storeSpecificId, purchaseReceipt.transactionId, purchaseReceipt.orderQueryToken);
}
}
#if RECEIPT_VALIDATION // Local validation is available for GooglePlay, Apple, and UnityChannel stores
if (m_IsGooglePlayStoreSelected ||
(m_IsUnityChannelSelected && m_FetchReceiptPayloadOnPurchase) ||
Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer ||
Application.platform == RuntimePlatform.tvOS) {
try {
var result = validator.Validate(e.purchasedProduct.receipt);
Debug.Log("Receipt is valid. Contents:");
foreach (IPurchaseReceipt productReceipt in result) {
Debug.Log(productReceipt.productID);
Debug.Log(productReceipt.purchaseDate);
Debug.Log(productReceipt.transactionID);
GooglePlayReceipt google = productReceipt as GooglePlayReceipt;
if (null != google) {
Debug.Log(google.purchaseState);
Debug.Log(google.purchaseToken);
}
UnityChannelReceipt unityChannel = productReceipt as UnityChannelReceipt;
if (null != unityChannel) {
Debug.Log(unityChannel.productID);
Debug.Log(unityChannel.purchaseDate);
Debug.Log(unityChannel.transactionID);
}
AppleInAppPurchaseReceipt apple = productReceipt as AppleInAppPurchaseReceipt;
if (null != apple) {
Debug.Log(apple.originalTransactionIdentifier);
Debug.Log(apple.subscriptionExpirationDate);
Debug.Log(apple.cancellationDate);
Debug.Log(apple.quantity);
}
// For improved security, consider comparing the signed
// IPurchaseReceipt.productId, IPurchaseReceipt.transactionID, and other data
// embedded in the signed receipt objects to the data which the game is using
// to make this purchase.
}
} catch (IAPSecurityException ex) {
Debug.Log("Invalid receipt, not unlocking content. " + ex);
return PurchaseProcessingResult.Complete;
}
}
#endif
// Unlock content from purchases here.
#if USE_PAYOUTS
if (e.purchasedProduct.definition.payouts != null) {
Debug.Log("Purchase complete, paying out based on defined payouts");
foreach (var payout in e.purchasedProduct.definition.payouts) {
Debug.Log(string.Format("Granting {0} {1} {2} {3}", payout.quantity, payout.typeString, payout.subtype, payout.data));
}
}
#endif
// Indicate if we have handled this purchase.
// PurchaseProcessingResult.Complete: ProcessPurchase will not be called
// with this product again, until next purchase.
// PurchaseProcessingResult.Pending: ProcessPurchase will be called
// again with this product at next app launch. Later, call
// m_Controller.ConfirmPendingPurchase(Product) to complete handling
// this purchase. Use to transactionally save purchases to a cloud
// game service.
#if DELAY_CONFIRMATION
StartCoroutine(ConfirmPendingPurchaseAfterDelay(e.purchasedProduct));
return PurchaseProcessingResult.Pending;
#else
UpdateProductUI(e.purchasedProduct);
return PurchaseProcessingResult.Complete;
#endif
}
#if DELAY_CONFIRMATION
private HashSet m_PendingProducts = new HashSet();
private IEnumerator ConfirmPendingPurchaseAfterDelay(Product p)
{
m_PendingProducts.Add(p.definition.id);
Debug.Log("Delaying confirmation of " + p.definition.id + " for 5 seconds.");
var end = Time.time + 5f;
while (Time.time < end) {
yield return null;
var remaining = Mathf.CeilToInt (end - Time.time);
UpdateProductPendingUI (p, remaining);
}
Debug.Log("Confirming purchase of " + p.definition.id);
m_Controller.ConfirmPendingPurchase(p);
m_PendingProducts.Remove(p.definition.id);
UpdateProductUI (p);
}
#endif
///
/// This will be called if an attempted purchase fails.
///
public void OnPurchaseFailed(Product item, PurchaseFailureReason r)
{
Debug.Log("Purchase failed: " + item.definition.id);
Debug.Log(r);
if (m_IsUnityChannelSelected)
{
var extra = m_UnityChannelExtensions.GetLastPurchaseError();
var purchaseError = JsonUtility.FromJson(extra);
if (purchaseError != null && purchaseError.purchaseInfo != null)
{
// Additional information about purchase failure.
var purchaseInfo = purchaseError.purchaseInfo;
Debug.LogFormat(
"UnityChannel purchaseInfo: productCode = {0}, gameOrderId = {1}, orderQueryToken = {2}",
purchaseInfo.productCode, purchaseInfo.gameOrderId, purchaseInfo.orderQueryToken);
}
// Determine if the user already owns this item and that it can be added to
// their inventory, if not already present.
#if UNITY_5_6_OR_NEWER
if (r == PurchaseFailureReason.DuplicateTransaction)
{
// Unlock `item` in inventory if not already present.
Debug.Log("Duplicate transaction detected, unlock this item");
}
#else // Building using Unity strictly less than 5.6; e.g 5.3-5.5.
// In Unity 5.3 the enum PurchaseFailureReason.DuplicateTransaction
// may not be available (is available in 5.6 ... specifically
// 5.5.1p1+, 5.4.4p2+) and can be substituted with this call.
if (r == PurchaseFailureReason.Unknown)
{
if (purchaseError != null && purchaseError.error != null &&
purchaseError.error.Equals("DuplicateTransaction"))
{
// Unlock `item` in inventory if not already present.
Debug.Log("Duplicate transaction detected, unlock this item");
}
}
#endif
}
m_PurchaseInProgress = false;
}
public void OnInitializeFailed(InitializationFailureReason error)
{
Debug.Log("Billing failed to initialize!");
switch (error)
{
case InitializationFailureReason.AppNotKnown:
Debug.LogError("Is your App correctly uploaded on the relevant publisher console?");
break;
case InitializationFailureReason.PurchasingUnavailable:
// Ask the user if billing is disabled in device settings.
Debug.Log("Billing disabled!");
break;
case InitializationFailureReason.NoProductsAvailable:
// Developer configuration error; check product metadata.
Debug.Log("No products available for purchase!");
break;
}
}
[Serializable]
public class UnityChannelPurchaseError
{
public string error;
public UnityChannelPurchaseInfo purchaseInfo;
}
[Serializable]
public class UnityChannelPurchaseInfo
{
public string productCode; // Corresponds to storeSpecificId
public string gameOrderId; // Corresponds to transactionId
public string orderQueryToken;
}
public void Awake()
{
var module = StandardPurchasingModule.Instance();
// The FakeStore supports: no-ui (always succeeding), basic ui (purchase pass/fail), and
// developer ui (initialization, purchase, failure code setting). These correspond to
// the FakeStoreUIMode Enum values passed into StandardPurchasingModule.useFakeStoreUIMode.
module.useFakeStoreUIMode = FakeStoreUIMode.StandardUser;
var builder = ConfigurationBuilder.Instance(module);
// Set this to true to enable the Microsoft IAP simulator for local testing.
builder.Configure().useMockBillingSystem = false;
m_IsGooglePlayStoreSelected =
Application.platform == RuntimePlatform.Android && module.appStore == AppStore.GooglePlay;
// CloudMoolah Configuration setings
// All games must set the configuration. the configuration need to apply on the CloudMoolah Portal.
// CloudMoolah APP Key
builder.Configure().appKey = "d93f4564c41d463ed3d3cd207594ee1b";
// CloudMoolah Hash Key
builder.Configure().hashKey = "cc";
// This enables the CloudMoolah test mode for local testing.
// You would remove this, or set to CloudMoolahMode.Production, before building your release package.
builder.Configure().SetMode(CloudMoolahMode.AlwaysSucceed);
// This records whether we are using Cloud Moolah IAP.
// Cloud Moolah requires logging in to access your Digital Wallet, so:
// A) IAPDemo (this) displays the Cloud Moolah GUI button for Cloud Moolah
m_IsCloudMoolahStoreSelected =
Application.platform == RuntimePlatform.Android && module.appStore == AppStore.CloudMoolah;
// UnityChannel, provides access to Xiaomi MiPay.
// Products are required to be set in the IAP Catalog window. The file "MiProductCatalog.prop"
// is required to be generated into the project's
// Assets/Plugins/Android/assets folder, based off the contents of the
// IAP Catalog window, for MiPay.
m_IsUnityChannelSelected =
Application.platform == RuntimePlatform.Android && module.appStore == AppStore.XiaomiMiPay;
// UnityChannel supports receipt validation through a backend fetch.
builder.Configure().fetchReceiptPayloadOnPurchase = m_FetchReceiptPayloadOnPurchase;
// Define our products.
// Either use the Unity IAP Catalog, or manually use the ConfigurationBuilder.AddProduct API.
// Use IDs from both the Unity IAP Catalog and hardcoded IDs via the ConfigurationBuilder.AddProduct API.
// Use the products defined in the IAP Catalog GUI.
// E.g. Menu: "Window" > "Unity IAP" > "IAP Catalog", then add products, then click "App Store Export".
var catalog = ProductCatalog.LoadDefaultCatalog();
foreach (var product in catalog.allProducts)
{
if (product.allStoreIDs.Count > 0)
{
var ids = new IDs();
foreach (var storeID in product.allStoreIDs)
{
ids.Add(storeID.id, storeID.store);
}
builder.AddProduct(product.id, product.type, ids);
}
else
{
builder.AddProduct(product.id, product.type);
}
}
// In this case our products have the same identifier across all the App stores,
// except on the Mac App store where product IDs cannot be reused across both Mac and
// iOS stores.
// So on the Mac App store our products have different identifiers,
// and we tell Unity IAP this by using the IDs class.
builder.AddProduct("100.gold.coins", ProductType.Consumable, new IDs
{
{"100.gold.coins.mac", MacAppStore.Name},
{"000000596586", TizenStore.Name},
{"com.ff", MoolahAppStore.Name},
}
#if USE_PAYOUTS
, new PayoutDefinition(PayoutType.Currency, "gold", 100)
#endif //USE_PAYOUTS
);
builder.AddProduct("500.gold.coins", ProductType.Consumable, new IDs
{
{"500.gold.coins.mac", MacAppStore.Name},
{"000000596581", TizenStore.Name},
{"com.ee", MoolahAppStore.Name},
}
#if USE_PAYOUTS
, new PayoutDefinition(PayoutType.Currency, "gold", 500)
#endif //USE_PAYOUTS
);
builder.AddProduct("sword", ProductType.NonConsumable, new IDs
{
{"sword.mac", MacAppStore.Name},
{"000000596583", TizenStore.Name},
}
#if USE_PAYOUTS
, new List {
new PayoutDefinition(PayoutType.Item, "", 1, "item_id:76543"),
new PayoutDefinition(PayoutType.Currency, "gold", 50)
}
#endif //USE_PAYOUTS
);
builder.AddProduct("subscription", ProductType.Subscription, new IDs
{
{"subscription.mac", MacAppStore.Name}
});
// Write Amazon's JSON description of our products to storage when using Amazon's local sandbox.
// This should be removed from a production build.
builder.Configure().WriteSandboxJSON(builder.products);
// This enables simulated purchase success for Samsung IAP.
// You would remove this, or set to SamsungAppsMode.Production, before building your release package.
builder.Configure().SetMode(SamsungAppsMode.AlwaysSucceed);
// This records whether we are using Samsung IAP. Currently ISamsungAppsExtensions.RestoreTransactions
// displays a blocking Android Activity, so:
// A) Unity IAP does not automatically restore purchases on Samsung Galaxy Apps
// B) IAPDemo (this) displays the "Restore" GUI button for Samsung Galaxy Apps
m_IsSamsungAppsStoreSelected =
Application.platform == RuntimePlatform.Android && module.appStore == AppStore.SamsungApps;
// This selects the GroupId that was created in the Tizen Store for this set of products
// An empty or non-matching GroupId here will result in no products available for purchase
builder.Configure().SetGroupId("100000085616");
#if INTERCEPT_PROMOTIONAL_PURCHASES
// On iOS and tvOS we can intercept promotional purchases that come directly from the App Store.
// On other platforms this will have no effect; OnPromotionalPurchase will never be called.
builder.Configure().SetApplePromotionalPurchaseInterceptorCallback(OnPromotionalPurchase);
Debug.Log("Setting Apple promotional purchase interceptor callback");
#endif
#if RECEIPT_VALIDATION
string appIdentifier;
#if UNITY_5_6_OR_NEWER
appIdentifier = Application.identifier;
#else
appIdentifier = Application.bundleIdentifier;
#endif
validator = new CrossPlatformValidator(GooglePlayTangle.Data(), AppleTangle.Data(),
UnityChannelTangle.Data(), appIdentifier);
#endif
Action initializeUnityIap = () =>
{
// Now we're ready to initialize Unity IAP.
UnityPurchasing.Initialize(this, builder);
};
bool needExternalLogin = m_IsUnityChannelSelected;
if (!needExternalLogin)
{
initializeUnityIap();
}
else
{
// Call UnityChannel initialize and (later) login asynchronously
// UnityChannel configuration settings. Required for Xiaomi MiPay.
// Collect this app configuration from the Unity Developer website at
// [2017-04-17 PENDING - Contact support representative]
// https://developer.cloud.unity3d.com/ providing your Xiaomi MiPay App
// ID, App Key, and App Secret. This permits Unity to proxy from the
// user's device into the MiPay system.
// IMPORTANT PRE-BUILD STEP: For mandatory Chinese Government app auditing
// and for MiPay testing, enable debug mode (test mode)
// using the `AppInfo.debug = true;` when initializing Unity Channel.
AppInfo unityChannelAppInfo = new AppInfo();
unityChannelAppInfo.appId = "abc123appId";
unityChannelAppInfo.appKey = "efg456appKey";
unityChannelAppInfo.clientId = "hij789clientId";
unityChannelAppInfo.clientKey = "klm012clientKey";
unityChannelAppInfo.debug = false;
// Shared handler for Unity Channel initialization, here, and login, later
unityChannelLoginHandler = new UnityChannelLoginHandler();
unityChannelLoginHandler.initializeFailedAction = (string message) =>
{
Debug.LogError("Failed to initialize and login to UnityChannel: " + message);
};
unityChannelLoginHandler.initializeSucceededAction = () => { initializeUnityIap(); };
StoreService.Initialize(unityChannelAppInfo, unityChannelLoginHandler);
}
}
// For handling initialization and login of UnityChannel, returning control to our store after.
class UnityChannelLoginHandler : ILoginListener
{
internal Action initializeSucceededAction;
internal Action initializeFailedAction;
internal Action loginSucceededAction;
internal Action loginFailedAction;
public void OnInitialized()
{
initializeSucceededAction();
}
public void OnInitializeFailed(string message)
{
initializeFailedAction(message);
}
public void OnLogin(UserInfo userInfo)
{
loginSucceededAction(userInfo);
}
public void OnLoginFailed(string message)
{
loginFailedAction(message);
}
}
///
/// This will be called after a call to IAppleExtensions.RestoreTransactions().
///
private void OnTransactionsRestored(bool success)
{
Debug.Log("Transactions restored.");
}
///
/// iOS Specific.
/// This is called as part of Apple's 'Ask to buy' functionality,
/// when a purchase is requested by a minor and referred to a parent
/// for approval.
///
/// When the purchase is approved or rejected, the normal purchase events
/// will fire.
///
/// Item.
private void OnDeferred(Product item)
{
Debug.Log("Purchase deferred: " + item.definition.id);
}
#if INTERCEPT_PROMOTIONAL_PURCHASES
private void OnPromotionalPurchase(Product item) {
Debug.Log("Attempted promotional purchase: " + item.definition.id);
// Promotional purchase has been detected. Handle this event by, e.g. presenting a parental gate.
// Here, for demonstration purposes only, we will wait five seconds before continuing the purchase.
StartCoroutine(ContinuePromotionalPurchases());
}
private IEnumerator ContinuePromotionalPurchases()
{
Debug.Log("Continuing promotional purchases in 5 seconds");
yield return new WaitForSeconds(5);
Debug.Log("Continuing promotional purchases now");
m_AppleExtensions.ContinuePromotionalPurchases (); // iOS and tvOS only; does nothing on Mac
}
#endif
private void InitUI(IEnumerable items)
{
// Show Restore, Register, Login, and Validate buttons on supported platforms
restoreButton.gameObject.SetActive(NeedRestoreButton());
loginButton.gameObject.SetActive(NeedLoginButton());
validateButton.gameObject.SetActive(NeedValidateButton());
ClearProductUIs();
restoreButton.onClick.AddListener(RestoreButtonClick);
loginButton.onClick.AddListener(LoginButtonClick);
validateButton.onClick.AddListener(ValidateButtonClick);
versionText.text = "Unity version: " + Application.unityVersion + "\n" +
"IAP version: " + StandardPurchasingModule.k_PackageVersion;
}
public void PurchaseButtonClick(string productID)
{
if (m_PurchaseInProgress == true)
{
Debug.Log("Please wait, purchase in progress");
return;
}
if (m_Controller == null)
{
Debug.LogError("Purchasing is not initialized");
return;
}
if (m_Controller.products.WithID(productID) == null)
{
Debug.LogError("No product has id " + productID);
return;
}
// For platforms needing Login, games utilizing a connected backend
// game server may wish to login.
// Standalone games may not need to login.
if (NeedLoginButton() && m_IsLoggedIn == false)
{
Debug.LogWarning("Purchase notifications will not be forwarded server-to-server. Login incomplete.");
}
// Don't need to draw our UI whilst a purchase is in progress.
// This is not a requirement for IAP Applications but makes the demo
// scene tidier whilst the fake purchase dialog is showing.
m_PurchaseInProgress = true;
m_Controller.InitiatePurchase(m_Controller.products.WithID(productID), "aDemoDeveloperPayload");
}
public void RestoreButtonClick()
{
if (m_IsCloudMoolahStoreSelected)
{
if (m_IsLoggedIn == false)
{
Debug.LogError("CloudMoolah purchase restoration aborted. Login incomplete.");
}
else
{
// Restore abnornal transaction identifer, if Client don't receive transaction identifer.
m_MoolahExtensions.RestoreTransactionID((RestoreTransactionIDState restoreTransactionIDState) =>
{
Debug.Log("restoreTransactionIDState = " + restoreTransactionIDState.ToString());
bool success =
restoreTransactionIDState != RestoreTransactionIDState.RestoreFailed &&
restoreTransactionIDState != RestoreTransactionIDState.NotKnown;
OnTransactionsRestored(success);
});
}
}
else if (m_IsSamsungAppsStoreSelected)
{
m_SamsungExtensions.RestoreTransactions(OnTransactionsRestored);
}
else if (Application.platform == RuntimePlatform.WSAPlayerX86 ||
Application.platform == RuntimePlatform.WSAPlayerX64 ||
Application.platform == RuntimePlatform.WSAPlayerARM)
{
m_MicrosoftExtensions.RestoreTransactions();
}
else
{
m_AppleExtensions.RestoreTransactions(OnTransactionsRestored);
}
}
public void LoginButtonClick()
{
if (!m_IsUnityChannelSelected)
{
Debug.Log("Login is only required for the Xiaomi store");
return;
}
unityChannelLoginHandler.loginSucceededAction = (UserInfo userInfo) =>
{
m_IsLoggedIn = true;
Debug.LogFormat("Succeeded logging into UnityChannel. channel {0}, userId {1}, userLoginToken {2} ",
userInfo.channel, userInfo.userId, userInfo.userLoginToken);
};
unityChannelLoginHandler.loginFailedAction = (string message) =>
{
m_IsLoggedIn = false;
Debug.LogError("Failed logging into UnityChannel. " + message);
};
StoreService.Login(unityChannelLoginHandler);
}
public void ValidateButtonClick()
{
// For local validation, see ProcessPurchase.
if (!m_IsUnityChannelSelected)
{
Debug.Log("Remote purchase validation is only supported for the Xiaomi store");
return;
}
string txId = m_LastTransactionID;
m_UnityChannelExtensions.ValidateReceipt(txId, (bool success, string signData, string signature) =>
{
Debug.LogFormat("ValidateReceipt transactionId {0}, success {1}, signData {2}, signature {3}",
txId, success, signData, signature);
// May use signData and signature results to validate server-to-server
});
}
private void ClearProductUIs()
{
foreach (var productUIKVP in m_ProductUIs)
{
GameObject.Destroy(productUIKVP.Value.gameObject);
}
m_ProductUIs.Clear();
}
private void AddProductUIs(Product[] products)
{
ClearProductUIs();
var templateRectTransform = productUITemplate.GetComponent();
var height = templateRectTransform.rect.height;
var currPos = templateRectTransform.localPosition;
contentRect.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, products.Length * height);
foreach (var p in products)
{
var newProductUI = GameObject.Instantiate(productUITemplate.gameObject) as GameObject;
newProductUI.transform.SetParent(productUITemplate.transform.parent, false);
var rect = newProductUI.GetComponent();
rect.localPosition = currPos;
currPos += Vector3.down * height;
newProductUI.SetActive(true);
var productUIComponent = newProductUI.GetComponent();
productUIComponent.SetProduct(p, PurchaseButtonClick);
m_ProductUIs[p.definition.id] = productUIComponent;
}
}
private void UpdateProductUI(Product p)
{
if (m_ProductUIs.ContainsKey(p.definition.id))
{
m_ProductUIs[p.definition.id].SetProduct(p, PurchaseButtonClick);
}
}
private void UpdateProductPendingUI(Product p, int secondsRemaining)
{
if (m_ProductUIs.ContainsKey(p.definition.id))
{
m_ProductUIs[p.definition.id].SetPendingTime(secondsRemaining);
}
}
private bool NeedRestoreButton()
{
return Application.platform == RuntimePlatform.IPhonePlayer ||
Application.platform == RuntimePlatform.OSXPlayer ||
Application.platform == RuntimePlatform.tvOS ||
Application.platform == RuntimePlatform.WSAPlayerX86 ||
Application.platform == RuntimePlatform.WSAPlayerX64 ||
Application.platform == RuntimePlatform.WSAPlayerARM ||
m_IsSamsungAppsStoreSelected ||
m_IsCloudMoolahStoreSelected;
}
private bool NeedLoginButton()
{
return m_IsUnityChannelSelected;
}
private bool NeedValidateButton()
{
return m_IsUnityChannelSelected;
}
private void LogProductDefinitions()
{
var products = m_Controller.products.all;
foreach (var product in products)
{
#if UNITY_5_6_OR_NEWER
Debug.Log(string.Format("id: {0}\nstore-specific id: {1}\ntype: {2}\nenabled: {3}\n", product.definition.id, product.definition.storeSpecificId, product.definition.type.ToString(), product.definition.enabled ? "enabled" : "disabled"));
#else
Debug.Log(string.Format("id: {0}\nstore-specific id: {1}\ntype: {2}\n", product.definition.id,
product.definition.storeSpecificId, product.definition.type.ToString()));
#endif
}
}
}
#endif // UNITY_PURCHASING